#include "Light.h"
Light::Light(std::string lightType, std::vector<float>position, std::string name, std::vector<float>ambient, std::vector<float>diffuse, std::vector<float>specular) :
	GameObject(position, name),
	m_lightType(lightType),
	m_ambient(ambient[0], ambient[1], ambient[2], ambient[3]),
	m_diffuse(diffuse[0], diffuse[1], diffuse[2], diffuse[3]),
	m_specular(specular[0], specular[1], specular[2], specular[3])
{
	m_isVisible = false;
}
Light::~Light()
{

}
std::string Light::GetLightType()
{
	return m_lightType;
}
DirectX::XMFLOAT4 Light::GetAmbient()
{
	return m_ambient;
}
DirectX::XMFLOAT4 Light::GetDiffuse()
{
	return m_diffuse;
}
DirectX::XMFLOAT4 Light::GetSpecular()
{
	return m_specular;
}
void Light::SetAmbient(std::vector<float>ambient)
{
	DirectX::XMFLOAT4 newAmbient(ambient[0], ambient[1], ambient[2], ambient[3]);
	m_ambient = newAmbient;
}
void Light::SetDiffuse(std::vector<float>diffuse)
{
	DirectX::XMFLOAT4 newDiffuse(diffuse[0], diffuse[1], diffuse[2], diffuse[3]);
	m_diffuse = newDiffuse;
}
void Light::SetSpecular(std::vector<float>specular)
{
	DirectX::XMFLOAT4 newSpecular(specular[0], specular[1], specular[2], specular[3]);
	m_specular = newSpecular;
}